+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+7 | Constitution | |
+3 | Intelligence | |
+3 | Wisdom | |
+10 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+0 | Athletics | STR | |
+9 | Deception | CHA | |
+5 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+2 | Investigation | INT | |
+6 | Nature Feywild flora or fauna (adv) | INT | |
+6 | Arcana Feywild magic (adv) | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+5 | Performance | CHA | |
+13 | Persuasion | CHA | |
+5 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Breath Weapon | +0 | CON | 2d10+4 | force | |
An exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Constitution (DC 15 = 8 + your Constitution modifier + your proficiency bonus). On a successful save, it takes half damage. Can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Chr modifier from Elemental Affinity (agreed with DM). Proficiency increases at lvl 13, DMG increases at lvl 11. | |||||
Dragon Wing (Light Crossbow) | +8 | DEX | 1d8+3+1 | piercing | |
The Dragon Wing is a masterpiece of artistry and enchantment, meticulously fashioned to echo the expansive wings of a dragon. Its contours mirror the grace and potency inherent in these legendary creatures. Each detail of its craftsmanship has been meticulously considered, an homage to the esteemed draconic heritage that serves as the wellspring of its magic. When wielded by a creature with a dragon ancestry, the Dragon Wing Crossbow becomes a conduit for their innate power, shifting its colour to harmonise with their origin. It also imbues any bolts it fires, or creates, with this resonant energy, infusing them with the very essence of their lineage. The crossbow evolves from a mere weapon into a representation of the bearer's connection to the might and mystique of dragons. Abilities/Features:
| |||||
Staff of Striking | +7 | STR | 1d6+3 | bludgeoning | |
Versatile, magical, The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | |||||
Staff of Striking (V) | +7 | STR | 1d8+3 | bludgeoning | |
Versatile, magical, The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | |||||
Codex Spy Blade (Dagger) | +5 | STR | 1d4+1 | piercing | |
Designed with the intent to thrive within libraries, archives, and realms of knowledge, the Codex Spy Blade serves as a hidden ally for those who tread the path of espionage. It embodies the subtlety and sophistication required to navigate the shadows and extract secrets from the most guarded of places. The blade of the Codex Spy Blade is a work of precision, forged from the finest steel and honed to the delicate thickness of a single sheet of parchment. Its compact length makes it a masterful tool for delicate tasks, while the hilt showcases intricate detailing that bears testament to the artisan's skill. At the hilt's termination, a brilliant blue gemstone is nestled within the pommel, its multifaceted surface capturing and reflecting ambient light in an enchanting dance of colours. The gem's radiant azure hue evokes images of serene waters, lending an aura of elegance to the overall design. With the intent to disguise itself as a letter opener, the blade's finely honed edge serves equally well as a dagger, ready to address any need that arises. The leather sheathe, designed to resemble the spine of a tome, adds a final touch of sophistication to the artefact. Its sleek, refined lines make for effortless concealment and portability, while the juxtaposition of form and function embodies the very essence of the Codex Spy Blade. Abilities/Features:
| |||||
Unarmed strike | +0 | STR | 1 | bludgeoning | |
Basic attack |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Weapon
Common
Ammunition, Loading, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 ft |
Cost: 25gp
Weight: 5 lb
DnD 5e SRD
Weapon Magical,Versatile Very Rare (this item requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Found On: Magic Item Table H Source: DMG, page 203
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d6+3 / 1d8+3 | Bludgeoning | Magical,Versatile |
Weight: 4lb
DnD 5e PHB
Weapon
Common
Versatile
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Bludgeoning | 5 ft |
Cost: 2sp
Weight: 4 lb
DnD 5e PHB
Weapon
Common
Finesse, light, thrown
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 2gp
Weight: 1 lb
DnD DMG
Wondrous Item
Uncommon Requires Attunement
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
DnD 5e
Wondrous Item
Uncommon
While you wear these boots, your steps make no sound regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) check the rely on moving silently.Boots that look to be made of leaves, but it is leather painted to look like it. Hand painted details the cover the boots look like tree branches.
Cost: 12 GP
Weight: 2 lbs
Potion
Common
A character who drinks the magical red fluid in this vial regains 2d4+2 hit points.
Weight: 1/2 lb
Potion
Uncommon
A character who drinks the magical red fluid in this vial regains 4d4+4 hit points.
Weight: 1/2 lb
The statblocks of your class features
The | Sorcerer | Spell | Slots | Per | Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Levels | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | 1 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | 4 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 5 | Magical Guidance (Optional) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | 8 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | 12 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | 16 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | 19 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating Spell Slots Chart | |
---|---|
Spell Slot per Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Statblocks for your familiars, mounts etc.
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+0 | Dexterity | |
+1 | Constitution | |
+6 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+7 | Arcana | INT | |
-1 | Athletics | STR | |
+3 | Deception | CHA | |
+7 | History | INT | |
+2 | Insight | WIS | |
+0 | Intimidation | CHA | |
+4 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+7 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +4 | STR | |||
|
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+6 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+0 | Wisdom | |
-2 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+6 | Athletics | STR | |
-2 | Deception | CHA | |
+0 | History | INT | |
+0 | Insight | WIS | |
-2 | Intimidation | CHA | |
+0 | Investigation | INT |
+0 | Medicine | WIS | |
+0 | Nature | INT | |
+0 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-4 | Strength | |
-1 | Dexterity | |
+0 | Constitution | |
+0 | Intelligence | |
+0 | Wisdom | |
-2 | Charisma |
-1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-4 | Athletics | STR | |
-2 | Deception | CHA | |
+0 | History | INT | |
+0 | Insight | WIS | |
-2 | Intimidation | CHA | |
+0 | Investigation | INT |
+0 | Medicine | WIS | |
+0 | Nature | INT | |
+0 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+0 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rake | +1 | INT | 1d4-1 | slashing | |
Melee Weapon Attack, reach 5 ft., one target. | |||||
Chain of Takedown | -3 | STR | 1d6+1-4 | slashing | |
Weapon (whip), very rare Finesse, reach (+5 ft.) Upon a successful hit, you may immediately attempt to trip the opponent by attempting the shove action:
|
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+4 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+2 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+2 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Multiattack | +0 | INT | |||
The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon. | |||||
Rend | +9 | INT | 1d6+4+5 | piercing | |
Summoner's spell attack modifier to hit, reach 10 ft., one target. + 1 per spell slot above 5th level | |||||
Breath Weapon | +0 | INT | 2d6 | varies based on dragon type | |
The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against the summoner's spell save DC (DC 20). A creature takes 2d6 damage of a type this dragon has resistance to (summoners choice) on a failed save, or half as much damage on a successful one. |
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+8 | Strength | |
+0 | Dexterity | |
+0 | Constitution | |
+0 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+0 | Acrobatics | DEX | |
+ | Animal Handling | WIS | |
+ | Arcana | INT | |
+8 | Athletics | STR | |
+ | Deception | CHA | |
+ | History | INT | |
+ | Insight | WIS | |
+ | Intimidation | CHA | |
+ | Investigation | INT |
+ | Medicine | WIS | |
+ | Nature | INT | |
+ | Perception | WIS | |
+ | Performance | CHA | |
+ | Persuasion | CHA | |
+ | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+ | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+2 | Strength | |
+3 | Dexterity | |
+7 | Constitution | |
+9 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+9 | Investigation | INT |
+0 | Medicine | WIS | |
+9 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+5 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warforge Thundercaster | +12 | INT | 1d10+1d10+3+5 | piercing | |
| |||||
Cogheart Reunifier | +13 | INT | 1d8+9 | slashing | |
| |||||
Cogheart Reunifier | +13 | INT | 1d10+9 | slashing | |
| |||||
Luminis Aegis | +13 | INT | 1d6+9 | piercing | |
| |||||
Luminis Aegis (V) | +13 | INT | 1d8+9 | piercing | |
| |||||
Needle of Mending | +10 | INT | 1d4+6 | piercing | |
| |||||
Flash of Genius | +5 | INT | |||
Reaction. When you or another creature you can see within 30 ft. of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. | |||||
Unarmed strike | +2 | STR | 1+2 | bludgeoning | |
|
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+3 | Strength | |
+5 | Dexterity | |
+6 | Constitution | |
-3 | Intelligence | |
+0 | Wisdom | |
-2 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-3 | Arcana | INT | |
+7 | Athletics | STR | |
-2 | Deception | CHA | |
-3 | History | INT | |
+0 | Insight | WIS | |
-2 | Intimidation | CHA | |
-3 | Investigation | INT |
+0 | Medicine | WIS | |
-3 | Nature | INT | |
+8 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
-3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Force-Empowered Rend (AB) | +9 | INT | |||
Melee Weapon Attack: Vault's spell attack modifier to hit, reach 5 ft., one target Vault can see. Can trigger as a reaction to Vault doing acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage on their turn. | |||||
Force-Empowered Rend (Dmg) | +0 | INT | 1d8+4 | force | |
Hit: 1d8 + proficiency bonus (min = 1d6+4 , max = 1d10+4 ). Increases at level 13. If used as a reaction, replace damage type with Vault's triggering damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). | |||||
Precise Crossbow Heavy crossbow +1. | +6 | DEX | 1d10+1+1 | piercing | |
Ammunition (range 100/400), heavy, loading, two-handed, magical With this weapon, you can fire up to two bolts at once and hit up to two targets, that are within 10 ft. of each other (multi-shot). If the first bolt hits, use d20+2 as the attack roll for the second bolt. As a bonus action or as a ready action, you may spend extra time focusing on a target within the sight. When doing this, you have advantage on ranged attack rolls against the target for the next action with this weapon and you deal 2d6 additional piercing damage on hit (for multi-shot ability, apply damage only to the first bolt that hits). | |||||
Parry Blade (shortsword +1 & enhanced +1) | +9 | STR | 1d6+2+3 | piercing | |
Finesse, light, min = 1d4+2+3 , max = 1d8+2+3 For every successful attack, you can hit with two attacks, or replace one of these attacks with the ‘Help’ action to do any of the following:
Additionally, before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, add 10 to any damage rolls. | |||||
Handaxe | +7 | STR | 1d6+3 | slashing | |
Light, range (20/60), thrown, min = 1d4+2 , max = 1d8+2 | |||||
Unarmed strike | +3 | STR | 1+3 | bludgeoning | |
Basic attack, max = 1d4+2 |
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.